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New Feature: Drug System Overhaul. The drug system has been completely overhauled.
Requires GameDir >= r2257. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=341541&#msg_341541 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7896 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+8
-6
@@ -1185,14 +1185,15 @@ INT32 AdjustBreathPts( SOLDIERTYPE * pSoldier , INT32 iBPCost )
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{
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sBreathFactor += 100;
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}
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// SANDRO - Less breath consumption for Primitive chars
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if ( gGameOptions.fNewTraitSystem && gMercProfiles[pSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_PRIMITIVE )
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if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PRIMITIVE ) )
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{
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sBreathFactor -= 15; // -15% breath consumption
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}
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// if a non-swimmer type is thrashing around in deep water
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if ( (pSoldier->ubProfile != NO_PROFILE ) && (gMercProfiles[ pSoldier->ubProfile ].bDisability == NONSWIMMER) )
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// if a non-swimmer type is thrashing around in deep water
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if ( DoesMercHaveDisability( pSoldier, NONSWIMMER ) )
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{
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if ( pSoldier->usAnimState == DEEP_WATER_TRED || pSoldier->usAnimState == DEEP_WATER_SWIM)
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{
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@@ -1258,11 +1259,12 @@ void UnusedAPsToBreath( SOLDIERTYPE * pSoldier )
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// Adjust for on drugs
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HandleBPEffectDueToDrugs( pSoldier, &sBreathChange );
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if ( sBreathChange > 0 )
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// Flugente: why would we forbid losing breath in realtime?
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/*if ( sBreathChange > 0 )
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{
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sBreathChange = 0;
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}
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else
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}*/
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if ( sBreathChange < 0 )
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{
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// We have a gain, now limit this depending on what we were doing...
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// OK for RT, look at how many tiles we have moved, our last move anim
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